mirror of
https://github.com/araxiaonline/TrinityCore.git
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299 lines
12 KiB
C++
299 lines
12 KiB
C++
/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Example_Creature
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SD%Complete: 100
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SDComment: Short custom scripting example
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SDCategory: Script Examples
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EndScriptData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "ScriptedGossip.h"
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#include "Player.h"
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// **** This script is designed as an example for others to build on ****
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// **** Please modify whatever you'd like to as this script is only for developement ****
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// **** Script Info* ***
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// This script is written in a way that it can be used for both friendly and hostile monsters
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// Its primary purpose is to show just how much you can really do with scripts
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// I recommend trying it out on both an agressive NPC and on friendly npc
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// **** Quick Info* ***
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// Functions with Handled Function marked above them are functions that are called automatically by the core
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// Functions that are marked Custom Function are functions I've created to simplify code
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enum Yells
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{
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//List of text id's. The text is stored in database, also in a localized version
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//(if translation not exist for the textId, default english text will be used)
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//Not required to define in this way, but simplify if changes are needed.
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//These texts must be added to the creature texts of the npc for which the script is assigned.
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SAY_AGGRO = 0, // "Let the games begin."
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SAY_RANDOM = 1, // "I see endless suffering. I see torment. I see rage. I see everything.",
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// "Muahahahaha",
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// "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets.",
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// "You are already dead.",
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// "Where to go? What to do? So many choices that all end in pain, end in death."
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SAY_BERSERK = 2, // "$N, I sentance you to death!"
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SAY_PHASE = 3, // "The suffering has just begun!"
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SAY_DANCE = 4, // "I always thought I was a good dancer."
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SAY_SALUTE = 5, // "Move out Soldier!"
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SAY_EVADE = 6 // "Help $N! I'm under attack!"
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};
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enum Spells
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{
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// List of spells.
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// Not required to define them in this way, but will make it easier to maintain in case spellId change
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SPELL_BUFF = 25661,
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SPELL_ONE = 12555,
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SPELL_ONE_ALT = 24099,
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SPELL_TWO = 10017,
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SPELL_THREE = 26027,
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SPELL_FRENZY = 23537,
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SPELL_BERSERK = 32965,
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};
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enum Factions
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{
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// any other constants
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FACTION_WORGEN = 24
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};
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//List of gossip item texts. Items will appear in the gossip window.
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#define GOSSIP_ITEM "I'm looking for a fight"
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class example_creature : public CreatureScript
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{
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public:
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example_creature()
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: CreatureScript("example_creature")
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{
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}
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struct example_creatureAI : public ScriptedAI
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{
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// *** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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example_creatureAI(Creature* creature) : ScriptedAI(creature) { }
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// *** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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uint32 m_uiSayTimer; // Timer for random chat
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uint32 m_uiRebuffTimer; // Timer for rebuffing
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uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
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uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
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uint32 m_uiPhase; // The current battle phase we are in
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uint32 m_uiPhaseTimer; // Timer until phase transition
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// *** HANDLED FUNCTION ***
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//This is called after spawn and whenever the core decides we need to evade
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void Reset() override
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{
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m_uiPhase = 1; // Start in phase 1
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m_uiPhaseTimer = 60000; // 60 seconds
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m_uiSpell1Timer = 5000; // 5 seconds
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m_uiSpell2Timer = urand(10000, 20000); // between 10 and 20 seconds
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m_uiSpell3Timer = 19000; // 19 seconds
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m_uiBeserkTimer = 120000; // 2 minutes
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me->RestoreFaction();
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}
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// *** HANDLED FUNCTION ***
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// Enter Combat called once per combat
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void EnterCombat(Unit* who) override
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{
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//Say some stuff
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Talk(SAY_AGGRO, who);
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}
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// *** HANDLED FUNCTION ***
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// Attack Start is called when victim change (including at start of combat)
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// By default, attack who and start movement toward the victim.
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//void AttackStart(Unit* who) override
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//{
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// ScriptedAI::AttackStart(who);
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//}
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// *** HANDLED FUNCTION ***
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// Called when going out of combat. Reset is called just after.
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void EnterEvadeMode() override
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{
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Talk(SAY_EVADE);
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}
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// *** HANDLED FUNCTION ***
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//Our Receive emote function
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void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote) override
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{
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me->HandleEmoteCommand(uiTextEmote);
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switch (uiTextEmote)
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{
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case TEXT_EMOTE_DANCE:
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Talk(SAY_DANCE);
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break;
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case TEXT_EMOTE_SALUTE:
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Talk(SAY_SALUTE);
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break;
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}
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}
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// *** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
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void UpdateAI(uint32 uiDiff) override
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{
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//Out of combat timers
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if (!me->GetVictim())
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{
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//Random Say timer
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if (m_uiSayTimer <= uiDiff)
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{
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//Random switch between 5 outcomes
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Talk(SAY_RANDOM);
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m_uiSayTimer = 45000; //Say something agian in 45 seconds
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}
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else
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m_uiSayTimer -= uiDiff;
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//Rebuff timer
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if (m_uiRebuffTimer <= uiDiff)
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{
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DoCast(me, SPELL_BUFF);
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m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
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}
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else
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m_uiRebuffTimer -= uiDiff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//Spell 1 timer
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if (m_uiSpell1Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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if (rand32() % 50 > 10)
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DoCastVictim(SPELL_ONE_ALT);
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else if (me->IsWithinDist(me->GetVictim(), 25.0f))
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DoCastVictim(SPELL_ONE);
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m_uiSpell1Timer = 5000;
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}
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else
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m_uiSpell1Timer -= uiDiff;
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//Spell 2 timer
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if (m_uiSpell2Timer <= uiDiff)
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{
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//Cast spell two on our current target.
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DoCastVictim(SPELL_TWO);
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m_uiSpell2Timer = 37000;
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}
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else
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m_uiSpell2Timer -= uiDiff;
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//Beserk timer
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if (m_uiPhase > 1)
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{
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//Spell 3 timer
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if (m_uiSpell3Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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DoCastVictim(SPELL_THREE);
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m_uiSpell3Timer = 19000;
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}
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else
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m_uiSpell3Timer -= uiDiff;
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if (m_uiBeserkTimer <= uiDiff)
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{
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//Say our line then cast uber death spell
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Talk(SAY_BERSERK, me->GetVictim());
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DoCastVictim(SPELL_BERSERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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m_uiBeserkTimer = 12000;
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}
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else
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m_uiBeserkTimer -= uiDiff;
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}
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else if (m_uiPhase == 1) //Phase timer
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{
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if (m_uiPhaseTimer <= uiDiff)
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{
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//Go to next phase
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++m_uiPhase;
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Talk(SAY_PHASE);
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DoCast(me, SPELL_FRENZY);
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}
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else
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m_uiPhaseTimer -= uiDiff;
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}
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new example_creatureAI(creature);
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}
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bool OnGossipHello(Player* player, Creature* creature) override
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{
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->SEND_GOSSIP_MENU(907, creature->GetGUID());
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return true;
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}
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) override
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{
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player->PlayerTalkClass->ClearMenus();
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if (action == GOSSIP_ACTION_INFO_DEF+1)
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{
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player->CLOSE_GOSSIP_MENU();
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//Set our faction to hostile towards all
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creature->setFaction(FACTION_WORGEN);
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creature->AI()->AttackStart(player);
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}
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return true;
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}
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};
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//This is the actual function called only once durring InitScripts()
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//It must define all handled functions that are to be run in this script
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void AddSC_example_creature()
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{
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new example_creature();
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}
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